Enchanted Arms Walkthrough :

This walkthrough for Enchanted Arms [XBOX 360] has been posted at 17 Aug 2010 by scorchunknown252 and is called "Holy Beast Shrine FAQ". If walkthrough is usable don't forgot thumbs up scorchunknown252 and share this with your freinds. And most important we have 4 other walkthroughs for Enchanted Arms, read them all!

Walkthrough - Holy Beast Shrine FAQ

Table of Contents
Shrine location....................[HBSLOC]
Elemental Shrines and Orbs.........[HBSORBS]
Preparing an Attempt...............[HBSPREP]
The Actual Walkthrough.............[HBSLV01] through [HBSLV13]
This is version 1.0 of this guide, so please pardon its rough nature.
Feel free to use any portion of this guide however you like provided you credit
it to me, Sakura Hikari, alias "Tamrael". (ignore the GameFAQS account name)
Comments and questions on things within the scope of this guide welcome at:
nightsilver (at) san (dot) rr (dot) com Include something about the Holy
Beast Shrine in the message title.
-- What is the Holy Beast Shrine?
Simply, a location with several high-test Golems ripe for the plucking. It
requires extreme character strength to even get to, however, considering that
you need the Orbs of Fire, Water, Wind, and Warth to enter.
-- Where's the Shrine located? [HBSLOC]
From Junk City, head South on the West side (past the palace house) and you'll
come to a gate which leads towards the Rocks. Follow the path all the way out
(it's totally linear) to the "Holy Beast Shrine Approach." This area has no
map or minimap, but is linear as well. You'll come to an open area with a
circular platform at the far end and four pedastals -- place your Orbs in the
pedastals to unlock the giant glowing lock, walk down the Corridor of Doom, and
take a Teleporter ride into the Shrine proper.
-- What are these Orbs and how do I get them? [HBSORBS]
The Orbs are rewards for defeating the four Guardians, one in each of the four
elemental Shrines/Temples. You probably found/saw several of these Temples by
accident in your travels -- they're the teleporters that give you a warning
about "Powerful enemies" when you get close.
Fire Shrine Fire Temple:
Located in the North Forest outside of London City, right near the Military
Base enterence that you come to when going to Yokohama from London the first
time. The boss is Phoenicia, a Fire-type Golem with 9000-some HP and some
relatively nasty attacks who is relatively easy to beat if you're prepared.
The easy way to win is to bring Ruby Butterfly (or any other Fire-type Golem
with a Reverse immunity support skill) along. Phoenicia will try to Reverse
all the Fire type characters you have into Water types so she can seriously
injure you... but providing you have an immune character, she doesn't seem
smart enough to ignore it. Ruby Butterfly's great because she can act as your
healer the entire time (which you may well need if Phoenicia decides to attack
Atsuma after he's Reversed). Keep slugging away at her while she innefectually
tries to Reverse and you'll beat her.
Water Shrine Water Temple:
Located in the Abandoned Mines. Set the Switch that controls the mine carts to
the right side (away from the Rebel Hideout) and climb down the ladder, then
follow the Cart's rail line (do not ride the cart) until you find a teleporter.
The boss here, Divine Turtle, is a 9000+ HP divine pain in the rear. He'll
scrub any status ailment you can hit him with and will usually Barrier himself
(-50% damage) fairly early on. His offensive attack hits 3 rows wide and all
the way back for 672 water-type damage, as well as a 100-some point EP drain.
Have Raigar use Ethereal Armor ASAP to make the fight marginally survivable for
any Fire-types you may have brought along (like Atsuma or Ruby Butterfly).
While not an absolute necessity, having Atsuma with Wide Range is severely
helpful. Drop your fighters into the back row for a turn to try to lure Divine
Turtle to the front of his pen, then use Mega Flare Rush or Atsuma's Fire Punch
EX for some major damage. Be prepared to use God's Liquids and Standby a few
times to keep your EP such that you can actually fight.
Wind Shrine Wind Temple:
Located in Yamashiro (name?) Marsh, outside of Sayaka's Village. Follow the
fork away from Iwato and you'll come upon the teleporter to the Shrine in
moments. Be wary of bringing Earth-types into the fight -- Raigar was almost
more trouble than he was worth, for me, and Galirya was virtually useless.
Equipping Cancel Gravity on one or more of your characters is a smart bet as
well. Aero Dragon, the boss here, is another 9700-some HP beast with an
affinity for, as his name suggests, Aero attacks. He'll also use a nasty
Gravity attack that will likely render your main damage dealers useless if
you're not prepared for it. Raigar with Ethereal Armor will make this fight
much more survivable. The boss is capable of using a Reverse ability, but I
didn't try exploiting it like I did with Phoenicia -- taking a Wind-type with
Reverse immunity might confuse the boss into pursuing that route of attack
rather than actually hurting you (someone try and let me know if it works,
please?) Nevertheless, as long as Atsuma has Cancel Gravity, you should be
able to Charge him and start beating Aero Dragon into the ground.
Earth Shrine Earth Temple:
Located on the first leg of Vorbis Volcano's path, you'll run right past it on
the way to Sage's tower. The boss here, White Tiger, has 10000+ HP and a slew
of nasty Gravity- and Earth- attacks. Any Wind-type you bring will likely be
made into swiss cheese in moments, so don't bother. Do, however, being a
couple strong Earth types if you have them available. Raigar and Galirya will
do nicely. Be sure to have Calcen Gravity on your main characters, and just
start whacking away. You'll most likely need a healer along (Ruby Butterfly
and Archangel work great) for this one if you want to avoid wasting items.
-- What do I need to bring to the Holy Beast Shrine? [HBSPREP]
* A full compliment of all the healing items. You won't need them early on,
but as you descend, they're vital. Also, BRING NINE GOD'S VIGOR. That's a
non-negotiable point, especially if you neglect to bring the next item.
* Someone with Evade Encounter support skill. This dungeon is LONG. It took
me ~4-5 hours to clear, even using this skill. If you're running into random
battles, you easily face 10 hours of joy down here, and your VP will be empty
on every character you have long before you reach the rest stops every third
level.
* A solid 4+ characters of extreme power. My recommendations:
Atsuma, 6500+ HP, 900+ EP, 999 Direct. He's your main damage dealer in most
fights, and though his HP count might seem extreme, a couple fights really
require someone of that caliber to carry the day. He's pretty much
non-negotiable.
Raigar, 2500+ HP, 750+ EP, 750+ Direct and Ranged. Ethereal Armor is an
absolute must in many encounters here. As with Atsuma, he's non-negotiable.
A solid healer, 2500+ HP, Cure for 650+, EP enough to use it 5-10 turns
straight. I like Ruby Butterfly for this due to good supporting attack power
as well, not to mention that there aren't a whole lot of high end Water attacks
down here to kill her. Karin works fine, but her Water element is sketchy.
Healing won't be necessary early on, but later fights require it.
Someone else capable of putting the hurt on, preferably over a wide area, again
with 2500+ HP and EP to keep fighting for a while. For this, Galirya is
purpose-built. You can even skimp on his HP thanks to the Drain (2000 is
enough for him).
Do NOT bring any character with under ~50 VP. It won't work (even with
Encounter Evade), unless you want to waste a bunch of cash on God's Vigor
(which is a perfectly acceptable solution, but one I'm too cheap for).
-- Those requirements are pretty high, can I fudge them?
A little. Not really. HP Totals are negotiable, but not so much -- some of
the fights down here pit you against groups of enemies capable of doing 800-900
damage a turn (sometimes over a wide area), each. Since almost every fight
here begins with you being caught off guard (enemy goes first), you need to be
able to handily survive the opening salvo without falling into madcap heal
mode. Items are at a premium down here -- plan to be able to restock once
every three levels (that's 6-ish boss fights between resupply runs.
-- What can I expect to face in the Holy Beast Shrine?
Nasty enemies. Random encounters seem to have virtually every enemy ever, but
tended toward being on the weaker side (Spooky Boo, Yokohama Guard, Vandog,
etc.). NOTE: Almost every single fight here will begin with you being Caught
Off Guard. Reasonably high HP totals are a must to survive, even the weaker
ememies you're initially seeded against.
As soon as you're inside, you'll be on the first of thirteen levels of enemies.
Keep Encounter-Evade on someone in the group as you explore. When you come to
emplaced battles, stand right in front of them and swap Evade out for Cancel
Gravity (in most every case) or some other useful skill (No other status
conditions beyond the odd Reverse are present down here).
Level 1: [HBSLV01]
The emplaced battles are, taken clockwise from the enterence:
Earth Guardian:
You'll face 1 Earth Guardian (3800 HP, Earth type) and 3 Spooky Boo's (~700 HP,
Dark type). The Boo's have a 3x3 Gravity attack that they like to use, so be
sure to have Cancel Gravity. Guardian himself has two nasty straight-line
Earth attacks for ~700 each. Still, given low HP totals, it's a simple fight
compared to what you faced to get here. Victory nets you his Core, of course,
which makes a level 60 (!) Golem with worthwhile stats (but only questionale
usefulness) for the endgame.
Mammoth:
You'll face 2 Mammoth (4000 HP, Earth type). These guys will abuse Gravity
Gasp, a 3-wide, 2-deep attack that does ~400-some Earth damage and Gravity
status. As usual, put on Cancel Gravity. Fortunately, their attacks are all
Earth type, and all in the ~450-600 (449 for Gravity Gasp, 599 for two other
Earth attacks that differ only in effect-range shape) damage range. Given
that, just put Raigar and Galirya out front, toss up Ethereal Armor, and whack
away. They'll go down like a sack of bricks. From what I saw, they will keep
using Gravity Gasp (their weak attack) as long as anyone is free of Gravity
status. Victory, of course, nets the Mammoth Core, a level 46 Earth-type.
Once you've killed those two, the center area will open up. Take the elevator
down and hit the teleporter to go to Level 2 of the Holy Beast Shrine.
Level 2: [HBSLV02]
This level seems to be a maze designed to annoy rather than confuse -- equip
Evade Encounters if you haven't already. Thorough exploration will net a chest
with a Scythe Core (lv 55 Golem "Death Scythe", Dark type) and a Garnet Core
(lv 52 Golem "Garnet Kitty", Dark type).
Emplaced battles include:
Lenialis:
You'll be faced with 4 Lenialis (3x 785 HP, 1x 1307 HP, all Earth type). They
can Reverse elemental affiliation, and will try to convert Earth types to Wind.
Taking a Reverse immune Earth type may be helpful (I didn't try). The 1307 HP
enemy has marginally stronger moves than the other three. Nevertheless, their
low HP makes them easy targets if you kill them in one turn. Why one turn?
They can Cure for 300-some HP a pop. They also have Earth Sonic and Null-Sonic
(removes DMG reduction barriers) attacks. Nevertheless, even a marginally
competent group could take these four down. Ignore defense and waste them.
Victory, of course, nets Lenialis Core (lv 45 Golem "Lenialis", Earth type).
Proceed through to the Teleporter to reach Holy Beast Shrine Level 3
Level 3: [HBSLV03]
Immediately on your left and right are chests carrying 120-some Mind and Speed
gems. As well, there's a teleporter that takes you back to the Approach.
You'll be able to use a teleporter in Approach to return anytime you like, so
stock on items, go synthesize, do whatever you need to, then come on back down.
Proceed forward to meet
Fire Guardian:
You'll face 1 Fire Guardian (14,000 HP, fire type) and 2 Minotaur (1643 HP,
Fire type). Activate Ethereal Armor early and mind your HP totals, especially
if you brought a Water type along. Just keep dealing damage and healing as
needed (Ruby Butterfly works great as a healer due to being Fire-type), and
he'll drop, netting you the Moon Fist Core (Atsuma weapon, +511 HP, +255
Direct, Support, Ranged, and EP, +10 AGI).
Move past him, through the gate, to the teleporter to Level 4
Level 4: Notice the change in decor. [HBSLV04]
Move to the end of the hall for chests on the left and right containing 160 each
Mind and Power gems, respectively. Take the elevator up and use the grapple
point -- a chest on this side contains Medusa Core (lv 57 Golem, "Medusa", Water
type). There's nothing else here, so take the linear path around to the
teleporter.
Level 5: [HBSLV05]
The beginning is straightforward and linear, then branches some. Emplaced
battles include:
SG Dominion:
You face 1 SG Dominion (3100 HP, Wind type) and 2 Vampires (1650 HP, Dark
type). The Vamps can cast Gravity and absorb health, and SG won't waste any
time going straight for your Earth-types with Aero Impulse. He also has Mega
Slash and X Cutter, so watch out. Ethereal Armor is great here, and after
that, abuse the enemy's low HP totals with heavy offense. Winning is good for
a Dominion Core (lv 50 Golem "SG Dominion", Wind type).
There are two nearby chests containing 160 Power and Speed gems, respectively.
Another chest later contains 5800 TB.
Ground Breaker:
You face 1 Ground Breaker (12400 HP, Fire type) and 3 Kunoichi (1849 HP, Fire
type). Blessedly, Gravity isn't an issue here. However, getting killed is.
Ground Breaker has Mega Shot, which'll hit for 600-some HP, as well as
N-Barrier and N-Power shots, which do 201 damage and will null DMG reduction
barriers and Powerups respectively. The Kunoichi will annoy you with Flare
Blades, so I recommend damaging them first and using Galirya to clear them out
while your main damage dealers work on wasting Ground Breaker himself. Having
one character spam a powerup skill in the corner may well distract Ground
Breaker into using less powerful moves for a short time, but you'll still
probably need to heal eventually. Any characters with 2000-some HP or less are
in the danger zone -- if you have a ~4000+ HP character, then ignore the low HP
ones and focus on killing Ground Breaker. If not, mind your health carefully.
Victory nets a Cloud Core (lv 1 Golem "Ground Breaker", Fire type. This one
rocks if you spend time beefing him up).
Chests around this area include: Gods Ambrosia x2, Return Powder x2, Amei Core
(lv 56 Golem "Knight Avei", Dark type), and Grenadier Core (lv 45 Golem "Knight
Grenadier", Dark type). Take the final elevator down to the teleporter to
reach the next level.
Level 6: [HBSLV06]
Identical floorplan to Level 3, minus the chests. There's a Teleporter to
Approach, which I suggest using to replenish VP and Synth and whatnot. Proceed
onward to fight:
Hydra
You face 1 Hydra (17000 HP, Water type, absolutely identical to the one you
fought in the Ascetic Court save for being bigger and meaner), 2 Medusa (1413
HP, Water type). The Medusas are Gravity-happy, and have really nasty EP-drain
dances. Kill them first, then set in on the Hydra. I highly discommend
bringing Galirya to this fight. Anyone with Fire attacks will be worth their
weight in gold. The easiest thing for me was to just let Atsuma rampage with
High Flare Rush and virtually ignore incoming damage. A link attack between
Ruby Butterfly, Atsuma, and whoever else you want to throw in with Fire attacks
is good for massive quantities of damage (I got an ~8000 combo between Mega
Flare Rush, Mega Flare Shoot, and Mega Blade alone). Watch your health the
whole time (Ethereal Armor works miracles) and whack away. Victory is good for
a Moon Leg Core (Karin Weapon "Moonlight Legs", +511 HP, +255 Direct, Ranged,
Support, and EP, +10 AGI) and a clear route to the next level.
Feel free to return to Approach to replenish and Synth, then move on to the
next level.
Level 7: Notice another decor change [HBSLV07]
Immediately on your left is an emplaced battle with:
Aqua Jelly:
You face 1 Aqua Jelly (4200 HP, Water type). Basically all this guy can do is
try to kill your Fire types. The downside is, he's very adept at doing so.
Ethereal Armor any Fire types around ASAP, then move in with Mega Flare Rush
and the like for the quick kill. That's really all there is too this guy...
beefed up characters can waste him in one round, easy. Victory nets an Aqua
Jelly Core (lv 55 Golem "Aqua Jelly", Water type).
Three chests on the way through contain 96 Power, Mind, and Speed gems total.
Woodian:
You face 4 Woodians (2557 HP, Earth type). These guys have a Barrier (-25%
DMG) fetish something fierce. They can also null out your Barriers, so don't
bother with Ethereal Armor. Fortunately, their attacks are relatively weak
Earth-Element hits, so focus on taking them limb from limb. Being Earth types,
they're vulnerable to Wind, but it's unnecessary to bring a Wind character --
given their HP, Galirya, Raigar, and Atsuma can more than manage it with AoE
hits (Stampede, Blade, and Drain). Watch out for enemy Link attacks, as the
300-damage hits can quickly add up. Victory nets a Woodian Core (lv 46 Golem
"Woodian", Earth type).
Chests ahead contain a total of 6400 TB, 96 Power and Speed Gems, Dabrad Core
(lv 35 Golem "Dabrad", Dark type). The teleporter lies ahead, taking you to
the next level.
Level 8: [HBSLV08]
Immediately on your left, you'll find a battle with:
Pegasus:
You face 3 Pegasus (2122 HP, Wind type). These guys aren't much for offense
(they have a physical and Light type attack for around 300 each), but can heal
for 800 and have a group Powerup ability that is annoying. Still, low HP
totals make this a simple fight. It shouldn't be necessary to bother with
Ethereal Armor, just go all out and they'll fall quickly. Victory is good for
a Pegasus Core (lv 53 Golem "Pegasus", Wind type)
Continuing on finds chests containing a total of 96 Speed and Mind Gems,
followed closely by one of the funniest-looking Golems in the game and what may
well be the toughest battle in the Holy Beast Shrine so far:
Folly Carol:
You face 1 Folly Carol (2787 HP, Water type), 1 Lilly-Lilly (1504 HP, Wind
type), 1 Belladona (1092 HP, Dark type) and one Floresia (1443 HP, Light type).
Folly herself is Gravity-happy, as well as having a pair of seriously strong
(1000+) Water attacks. Lilly-Lilly is arguably stronger, but limited to 1 tile
range on her strongest (1500+) attack. Belladona and Floresia are both
hardcore healers, so taking them down in a single round is priority. If you
came into the fight with Fire types, guarding their health is paramount. My
suggested kill order is Lilly-Lilly (who keeps your fighters out of the front
line very effectively), Folly Carol (who can hit basically the whole board for
a ton of damage), then the healers. If the healers are preventing you from
killing Folly and you can't Link her down for some reason, detour a round to
waste one of them. Watch yourself in this fight -- largely due to not knowing
what I was in for and being unable to keep up with Folly's damage because of
it, I managed to lose Ruby Butterfly and Galirya in this fight and almost lost
Raigar as well. Nevertheless, victory is worth a Folly Carol Core (lv 42
Golem "Folly Carol", Water type)
A little farther on will find
Raiko:
You face 1 Raiko (13500 HP, Dark type) and 3 Samurai (1380 HP, Fire type). The
Samurai are annoyances to be dealth with as possible, but focus your attention
on Raiko. If at all possible, keep any high-HP characters out of the front row
-- Raiko and the Samurai all have Iron Cut, which will drop your HP by half.
Apart from that, they aren't too dangerous -- beat away and they should drop
quickly. Victory is good for a Raiko Core (lv 1 Golem "Raiko", Dark type)
Chests on the high side of this area contain 96 Mind and Speed gems,
respectively. Proceed downwards to find chests with 96 more Speed and Power
gems, as well as a total of 6 Mega Skill Gems on the upper levels. Proceed
down to the teleporter.
Level 9: [HBSLV09]
This level has a new floorplan than we're used to, but it's the same concept.
1 Teleporter to the Approach, and 1 tough boss. Teleport back out and
Replenish, then continue on to fight:
Wind Guardian:
You face 1 Wind Guardian (19000 HP, Wind type) and 2 Lilly-Lilly (1504 HP, Wind
type). If you're caught off guard, you may well lose any Earth Types you have
with you, so be prepared to pick them up in head. Your first priority is to
get Ethereal Armor on, as it's all that will save your Earth types. Second
priority is wiping out the Lillies, since they're actually more powerful,
offensively, than the Guardian himself. Once they're down, it's just a
question of trading blows. Galirya may be a waste of space here, but Raigar
is worth bringing. Link Attacks (and EX, if you're desperate) will whittle the
Guardian's HP quickly enough to win the day. Mega Flare Rush and the
occasional God items were pretty much the answer to this fight for me. Victory
wins a Moon Gun Core (Yuki weapon, +511 HP, +255 Direct, Ranged, Support, and
EP, +10 AGI) and a Wind Core (lv 1 Golem "Wind Guardian", Wind type).
Check your items at this point. If you're below full on healing items, or are
nearing 999 in any Gem type, Teleport out and return to Junk town, even if
you're like me and didn't see fit to actually leave the Approach (and thus
never went to a Shop) prior. Synthing weaponry and Golems will be helpoful
here. Once you're fully restored, head back down to the teleporter and beam
yourself into the next level.
Level 10: Note the decor change. Again. [HBSLV10]
A short ways down, you'll find chests containing 96 Speed Gems and 3 Return
Powder. Strangely, that's all that's on this level. Take the teleporter down
to...
Level 11: [HBSLV11]
From where you enter, going straight leads to an elevator that takes you to a
dead-end with an Alibarad Core (lv 40 Golem "Alibarad", Dark type). Backtrack
and take the other elevator. As you're leaving this elevator room, heading
North leads to another elevator and another dead-end area. This area contains
a total of 394 (4 groups of 96) Mind Gems, 5 Friend Gems, and 5 Mega Skill
Gems. Backtrack again to the other elevator.
From here, the North elevator leads to another dead-end area. There are no
chests down here, but there is a fight with:
Executioner:
You face 1 Executioner (19000 HP, Fire type), 1 Palace Gunner (1895 HP, Water
type) and 1 Yokohama Guard (1095 HP, Wind type). These guys HURT. Executioner
has two nasty attacks (both of which look spectacular), and the other two
enemies will chip in with their weight of fire as well. Ethereal Armor is a
must, as is solid healing. Dropping the aides is a must, but don't drop your
defense when you do so. Executioner's main attack, Justice ("RICHAAARD!"
--Executioner, when firing Justice. I have no idea what this is from, but it's
funny enough that I'd love to know.), hits for upwards of 800 (which outpaced
my healing ability), and his friends are capable of dealing some hurt as well
(Palace Gunner has a 400 damage water-based shot to watch out for). Your
eventual victory will net you Executor Core (lv1 Golem, "Executioner", Fire
type).
Backtrack and take the other elevator. From here, the North passage leads to
an elevator which dumps you at a treasure chest with an Apostle Core (lv52
Golem "Light Apostle", Light type). Backtrack to the other elevator, which
finally dumps you at the teleporter to the next level.
Level 12: [HBSLV12]
Another multiple of 3, another teleporter to Approach. Go ahead and resupply
if you need it (you do.), then move up to your fight with...
Sphinx:
You face 1 Sphinx (22000 HP, Earth type) and 2 Lenialis (785 HP, Earth type).
The Lenialis can cast Reverse, Cure, and Null-Protect, and Sphinx has a nasty
Gravity Drain (Gravity attack + severe HP Drain) and Earth Strike (800-some
points of strangely-shaped earth damage). Ethereal Armor off the bat is a
must, followed by a cautious offensive. Take down the Lenialis first, then
heal up as best you can. Once you start on the Sphinx, you don't want to stop
for anything or its Grav-Drain could outpace your damage. There's a simple,
though risky way around this: bring a Wind type (or allow an Earth type to be
Reversed by the Lenials). With a Wind target available, Sphinx will almost
guaranteedly use Earth Strike every round against the Wind. As long as you can
outheal the damage (799 with Ethereal Armor on), you can avoid having to
outdamage Sphinx's heals, which actually makes this fight winnable. Characters
who can attack from long range and one side (that means Yuki) are invaluable
here, as they'll remain out of range of Grav Drain and Earth Strike while
dealing damage.
My party for this fight was Atsuma, Raigar, Karin, and Yuki. Immediately use
Ethereal Armor, then deploy your characters away from one another (to minimize
targets for Sphinx attacks) while you waste Lenialis. Once they're dead, I
settled on a broken S pattern (Raigar in the front right, Atsuma to his left,
Yuki two rows behind Atsuma, with Karin to her left). Raigar had been
Reversed, so was taking hits from Earth Strike hard, but Sphinx chose Grav
Drain (which hit Raigar much more lightly) much of the time. Given that, it
was basically a crapshoot, with all my characters attacking as much as possible
and healing only when absolutely necessary (